/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#ifndef SC_ESCORTAI_H
#define SC_ESCORTAI_H

#include "ScriptSystem.h"

#define DEFAULT_MAX_PLAYER_DISTANCE 50

struct Escort_Waypoint
{
    Escort_Waypoint(uint32 _id, float _x, float _y, float _z, uint32 _w)
    {
        id = _id;
        x = _x;
        y = _y;
        z = _z;
        WaitTimeMs = _w;
    }

    uint32 id;
    float x;
    float y;
    float z;
    uint32 WaitTimeMs;
};

enum eEscortState
{
    STATE_ESCORT_NONE = 0x000,          //nothing in progress
    STATE_ESCORT_ESCORTING = 0x001,          //escort are in progress
    STATE_ESCORT_RETURNING = 0x002,          //escort is returning after being in combat
    STATE_ESCORT_PAUSED = 0x004
//will not proceed with waypoints before state is removed
};

struct npc_escortAI: public ScriptedAI
{
public:
    explicit npc_escortAI(Creature* pCreature);
    ~npc_escortAI()
    {
    }

    // CreatureAI functions
    void AttackStart(Unit* who);

    void MoveInLineOfSight(Unit* who);

    void JustDied(Unit*);

    void JustRespawned();

    void ReturnToLastPoint();

    void EnterEvadeMode();

    void UpdateAI(const uint32);          //the "internal" update, calls UpdateEscortAI()
    virtual void UpdateEscortAI(const uint32);          //used when it's needed to add code in update (abilities, scripted events, etc)

    void MovementInform(uint32, uint32);

    // EscortAI functions
    void AddWaypoint(uint32 id, float x, float y, float z, uint32 WaitTimeMs = 0);

    virtual void WaypointReached(uint32 uiPointId) = 0;
    virtual void WaypointStart(uint32 /*uiPointId*/)
    {
    }

    void Start(bool bIsActiveAttacker = true, bool bRun = false, uint64 uiPlayerGUID = 0, const Quest* pQuest = NULL, bool bInstantRespawn = false, bool bCanLoopPath = false);

    void SetRun(bool bRun = true);
    void SetEscortPaused(bool uPaused);

    bool HasEscortState(uint32 uiEscortState)
    {
        return (m_uiEscortState & uiEscortState);
    }
    virtual bool IsEscorted()
    {
        return (m_uiEscortState & STATE_ESCORT_ESCORTING);
    }

    void SetMaxPlayerDistance(float newMax)
    {
        MaxPlayerDistance = newMax;
    }
    float GetMaxPlayerDistance()
    {
        return MaxPlayerDistance;
    }

    void SetDespawnAtEnd(bool despawn)
    {
        DespawnAtEnd = despawn;
    }
    void SetDespawnAtFar(bool despawn)
    {
        DespawnAtFar = despawn;
    }
    bool GetAttack()
    {
        return m_bIsActiveAttacker;
    }          //used in EnterEvadeMode override
    void SetCanAttack(bool attack)
    {
        m_bIsActiveAttacker = attack;
    }
    uint64 GetEventStarterGUID()
    {
        return m_uiPlayerGUID;
    }

protected:
    Player* GetPlayerForEscort()
    {
        return (Player*) Unit::GetUnit(*me, m_uiPlayerGUID);
    }

private:
    bool AssistPlayerInCombat(Unit* pWho);
    bool IsPlayerOrGroupInRange();
    void FillPointMovementListForCreature();

    void AddEscortState(uint32 uiEscortState)
    {
        m_uiEscortState |= uiEscortState;
    }
    void RemoveEscortState(uint32 uiEscortState)
    {
        m_uiEscortState &= ~uiEscortState;
    }

    uint64 m_uiPlayerGUID;
    uint32 m_uiWPWaitTimer;
    uint32 m_uiPlayerCheckTimer;
    uint32 m_uiEscortState;
    float MaxPlayerDistance;

    const Quest* m_pQuestForEscort;          //generally passed in Start() when regular escort script.

    std::list<Escort_Waypoint> WaypointList;
    std::list<Escort_Waypoint>::iterator CurrentWP;

    bool m_bIsActiveAttacker;          //obsolete, determined by faction.
    bool m_bIsRunning;          //all creatures are walking by default (has flag MOVEMENTFLAG_WALK)
    bool m_bCanInstantRespawn;          //if creature should respawn instantly after escort over (if not, database respawntime are used)
    bool m_bCanReturnToStart;          //if creature can walk same path (loop) without despawn. Not for regular escort quests.
    bool DespawnAtEnd;
    bool DespawnAtFar;
    bool ScriptWP;
};
#endif
